There's definitely a few moments they wanted to be able to showcase, and however cynical and misleading that design is, I do think they work. First is the super animated introduction to Piper, and second is the introduction to Nick. The bright back lighting shadowing his figure, and before you can really figure out what he is, he pulls up a lighter and lights up his face.

/r/mcservers is a great place to look for servers. Look for one that does what you want or make a 'wanted' post (just make sure you read about making proper titles). I've never not had people pitch servers to me there.

I think you know it isn't and you're just to the point of pretending your bullshit was some trollish joke to make up for how poorly constructed and indefensible it was. I specifically mentioned war as sometimes necessary because of things like the Allies involvement in WWII, as well as presumably plenty of other wars in defense of humanity.

Even you're trollish jokes are wrong and off point. I'm not on facebook, not that it matters. But you don't care, you'll keep reeeing, so go ahead, have the last word, pretend it was all a joke and that you're not just a hateful idiot.

You are pretty much are always going to want to be fully up to date. Any mod that relies on F4SE (plenty of mods) means needing the latest because F4SE wont support older versions, it's not officially downloadable. Same thing with the unofficial patch. Most mods wont be hurt by updates, and not sure I can think of one that is outside of F4SE and big mods dependent on it which you fix by being up to date.

My understanding is no to a lot of creatures. I could be mistaken but my understanding is we currently don't have a way to make new skeletons for models. It's why so many creature mods very clearly look like something existing. Spiders are tailless scorpions, etc.

So some creatures are close enough to things in fallout to make work, other stuff isn't. The scorch beast bat thing, whatever it's called, seems to be rigged to a skeleton like a dragon. Nothing like that in fallout 4.

I think patience is one of those things the game forces you to learn. Far too often you accidentally die in a dangerous area. A dark cave, underwater, the nether, etc. Your instinct is to run right back to it, get your gear and try again.

Except you can't. You're now undergeared, maybe a zombie picked up your killer sword. Maybe it's in a place so dangerous that even with your old gear you couldn't survive it.

And if you stay with the game you learn to wait. Maybe it despawns, but it's never that much of a loss. Before you can have a bad ass sword, you need and enchanting station and an anvil and lapis and diamonds. And you probably still have most of that. The game progress isn't marked in gear, it's marked in structure. Potions, enchants, trades, beacons, mines, smelters, farms, etc. Stuff that is difficult to lose, and almost always easier to get a second time.

You don't rush to get your old gear, you make new gear. Maybe it takes an hour, but that's still five times faster. And it just gets faster and faster.

The only difference from the base arguments is that last line, a smaller G1heapregionsize. I know it has to do with the garbage collection cycle, which is at least part of how Java manages memory. There seems to be something valuable to balancing this number but I don't know what against.

I guess I would hope the know how of the rest of my comment would show I knew that, but I guess the incomplete knowledge shines too much. I know, and it doesn't change my post. I guess I could have been more clear by saying something like "using other java arguments" since I shared that set of arguments to show the G1HeapRegionSize change.

So it should be compatible with a lot of mods because they don't do a whole lot.

NPC scaling keeps enemies scaling with you, so you get a bit less of a god hood late game. It's not perfect as you can get really spongy enemies, but you could pair it with something like survival options and when it gets spongy, tweak incoming and outgoing damage multipliers.

Damn Apocalypse will make loot/scrap less abundant. I find it not to be that punishing actually, but it's less. Less loot/scraps means your not as well equipped for encounters, thus harder. All without messing with damage or enemy health or any of the other stuff that can make mods unbalanced.

I would say making a well balanced mod based around overhauls like Horizon or Unbogus are better, but I understand it can be very difficult for players that just want to download a bunch of mods and play.

You might need to be more specfic. What's your favorite part of the game?

Sim Settlements is an amazing mod but it wont matter if you hate settlement building. There are some really cool weapon mods out there for various tastes (I like the AK5C and RU556). Loads of fantastically made armors by Niero. Traveling NPCs can add some more traveling groups and organic fights when going around. Tales of the Commonwealth adds very well voice acted NPCs and three great companions. Damn Apocalypse overhauls loot in various areas to make it a bit more logical so if you wanted more ammo you'd target military places or gunners, if you wanted meds you might target a hospital. Unique NPCs - An Overhaul of the Commonwealth is practically essential for me, but you might not care about varied/named settlers or more varied looking enemies.

It's a joke, not a deep thought. It's not about how hard or easy it is. It's that you'd have a hard time insulting a man for being loose, but the word slut is insulting because it's a woman, specifically, who is loose.

I agree that I would like them changed, but barrels definitely aren't entirely better.

Sideways double chests are still much better for a storage room. Also for hopper efficiency which on bigger builds or more stressed servers, can be an important detail. On a huge system like etho's Nexus, you would have close to twice as many hoppers for the same storage.

You need chests for llamas, donkeys, mules, minecart chests.

You need them for hoppers, shulker boxes, and trapped chests. Not the best reason since you're still not using the chests though.

A few solutions would go well for me:

Removing the interface. It's for unseen storage. Biggest issue with this is it's not intuitive for new/young players.

Only hold one item type. Limits their function and could be huge for shrinking down simple item filters.

Maybe smaller inventory and it's added functionality is it gains a few random fish every so often from a villager or something.

Anyone trying to doomsay about minecraft "Minecraft is dead!" "Java is dead!" "They're going to stop doing this or that!" is lying to try to sound smart and dramatic. Java is going strong, and the changes in development are mostly about PR and organized development. Minecraft has the most players ever right now, and safe to bet it's at least still slowly growing.

People just like to talk bad about things, especially if they've gotten bored of it.

Both versions are pretty close to identical. Bedrock/Win10/Consoles/Whatever is missing shields and has some harder limits on things for performance, and Bedrock also typically gets big updates in two parts. So the recent Pandas and Cats update that I think came out, is part of the bigger Village and Pillage update both are getting. I'm not sure why they do it this way. Maybe to compensate for Java's snapshots in a way that the experimental builds can't.

Seriously, what happened? I feel like I didn't see this nonsense before like a month ago. Did all of his fans get old enough to confidently post on reddit/4chan/whatever suddenly? Like I guess he seems like an ok enough guy (in that insufferable ridiculously wealthy youtuber kind of way), but why the sudden fan evangelizing?

In case you're saying you still don't get it, they're using the new lectern blocks from the upcoming update that you can current access in snapshots. A bit over a block tall and slanted to display a book, but in this case it's lowered a block and the slant is close to level with the floor.

But I mean you're still going to get shit. Anyone who'd comment they do something illegal in most states that endangers the lives of others is inexcusable. By claiming you do it at all, no matter how you frame it, people are going to give you rightful shit. Stop doing it. I don't care if you feel bad about it if it's not bad enough to stop. Stop doing it. It can wait twenty minutes. I cannot emphasize it enough, stop today. I don't care if it's worked out so far. It works until it doesn't, and then you risk someone's life.

I don't see any reason to think Java will be phased out, it's definitely not something they're saying and it would be a terrible idea for countless reasons.

As for what version to get, it boils down to a few things:

Bedrock has cross play with consoles, so if you have friends playing on console and want to play with them, Bedrock is the way to go.

Bedrock is performance oriented. That isn't to say it necessarily runs better (though I suspect it does a little), but it is tweaked down for performance. Smaller area of simulation, more firm caps on the boundaries of gameplay. The insane redstone builds are pretty much never on bedrock. However that performance means you can easily handle a MUCH further draw distance, and on weak windows computers that can't handle Java too well could probably do much better on Bedrock.

Java has mods. Like if you see the word mod to describe something, it's probably only on Java. While mod stuff is kind of coming to bedrock, it is definitely not to the tremendous degree Java gets. Gameplay can dramatically change in far too many ways to list here.

I'd argue Java has better resource pack support. Bedrock does have some kind of impressive ones paired with impressive maps in the store (as in you pay), but Java has the benefit of things like Optifine and shaders. Optifine means custom models, randomized textures, connected textures, overlapping textures, etc. Shaders can make the game look amazing. The Super Duper Graphics pack or whatever its called that's coming to Bedrock is playing catch up and will still not match up.

I can't speak for it's specific implementation with vortex, but LOOT has always been not great as far as I know with FO4. Seems like most guides tell you to avoid using it, that you're better off doing it yourself. Things like building the bashed patch will warn you if you accidentally put something out of order. Past that different guides seem to have different ideas about what types of mods to put in what order.

like, so im just getting into the game dev industry, and i gotta say. Considering Bethesda seems to think mods are the greatest for supporting their products, they do an incredibly shit job at supporting the process of using mods. I dunno about making them, but there are a bunch of tools that would only take a day or two with the actual source code to make, that would make this whole process so much easier. Like.. a debug log for crashing with options to turn it on and off would just be the most useful thing for this :\

I get where you're coming from but I think one of their bigger weaknesses is just not continuing bug fixes for a bit longer. The recently noticed script limit issue would probably be pretty quick to patch on Bethesda's end, but it wont happen. As much as small things would make loads of modding way easier, as much as it's easy to give them shit for their embarrassingly outdated engine; we are still all finding their games the best option for stuff like this. And it's fine detail criticisms because the mod scene attracts a lot of talent. Half of my game dev know how is from volunteering for different mod projects, learning from the talented folks running those things.

For whatever it's worth you can get three angles of logging for more info. Enabling the papyrus stuff in the inis, checking your system event logs, and if available, logs from your mod organizer. I'm not familiar with vortex, and I generally suggest mod organizer 2, which provides some amount of logs. None of it's perfect, but you might see some trends in crashes.

I wouldn't bother with Raider Overhaul till the massive update is finally released. I wish it would get released, I'd love to play with it again since Super Mutant Redux's massive update got released a couple months ago.

Now that I think on it, I agree, it wouldn't be worth it for the weapons, given you can just get whatever of those look cool.

Some of my favorite, some of FO4's best mods from the person (people?) working on it, excited for the update, but in case it's another few months before it's out, I'd rather have Juggernaut armor for now and risk having to make a new game then.

If somehow you've missed this well known mod, or skipped it; Raider Overhaul, while including a lot of stuff that can make compatibility an issue with big overhauls, has a few weapons in it from other mods. They pretty much all have that hand crafted, improvised feel, while generally looking better than the base game pipe weapons.

Another reason not to get HD DLC is my understanding is it does something with the face texture sizes. Enough that some skin/face mods have a regular version, an HD DLC version, and a 2k faces version. And HD DLC seems to be the least supported. If you happened to get something incompatible, you'd get that rusty face issue.

Not as touching as a lot of the skeleton stories, but for whatever reason I love touches like at (I think) Satellite Station Olivia. A bunch of raiders around and there's this one locked door. A screw driver stuck in it and tools around. The raiders at some point tried to unlock it and failed and just walked away from it frustrated enough to not put the tools back.

To each their own, but if you don't like the quests, don't like settlement system, don't like the gunplay, not interested in survival play...

Maybe you don't like this game? Like there's not a whole lot more than that besides a kind of deflated leveling system and an engine handicapped to allow for settlements and such.

And it's hard to tell what 'feels more like 3/nv" means for you specifically. To me part of NV was the survival, and the strong writing. 3 had a pretty garbage story, and no survival elements, mostly it was how fresh the concept was. Both had kind of different aesthetics and structure to their open world, NV being a bit more linear but well paced.

A lot of what you ask is subjective. Cool gear. Do you mean modern military? Lore friendly? A lot of modifications? Interesting characters. I'm not sure I can think of many in 3 from the villains that give up after one dialog option to good guys who act like the main character, ignoring you. Tales From the Commonwealth is a pretty common mod for adding quality NPCs but they're kind of scattered. Most big quest mods have ups and downs to voice acting talent and audio quality, like Project Valkyrie.

Again, you're using subjective things as facts. I love Fallout 4, because I like the settlement mechanic, I like touches like pipe weapons that fit in the world, I like survival gameplay. It's writing is shit, the ending is awful, but better than 3 in almost all regards except that novelty.

I'd really like to use it but watching videos that show a lot more of her dialog makes it seem like the quality really drops off after that intro. Like you can really hear ambient noise and echo from the room it was recorded in, it almost doesn't seem like it was cleaned up much. The voice work sounds great. The concept seems alright, if a bit shallow, in the way a lot of companion mods seem to go (mildly over dramatic past undercut by them immediately giving their service to you). I don't like her being a sort of always-there doctor. And most of all I just can't bring myself to use a mod with rough audio though. I get not everyone has access to gear and editing software, but it's hard to like it when other mods do it so well. Tales From the Commonwealth, Buttons, even some of the pretty lady ones have good editing like the vault girls one.

ArtisanVirgil, Hi, I'm the Darlene's ̶m̶o̶m̶ author. I was reading your post and you said you didn't play the mod. I don't think you're giving her justice in your comment. Please play with Darlene, then give your opinion. I take advice, but from people who actually played the mod.

That seems like a defensive way to handle community engagement. You don't have to play the mod to watch a video showing a large portion of her audio (that would be the point of trailers, reviews etc, that you can effectively get a feel by watching a video). Hearing it in game wouldn't make the quality improve. I wouldn't want to be 10+ hours deep into a save with a mod just to have to remove it. It's an overall good looking mod, the voice work is solid, the voice editing/recording quality is not. I'm sure many would love it, but this response is kind of silly.

Just for reference this is the video I saw on your mod page. You don't need to play to make a judgment. Compare to something like this. Not that all mods have to that level of audio quality, but for some of us that's make or break for any new NPCs.